Reflections on Gone Home: a conversation with Steve Gaynor

Matthew Sawrey, Thunderbolt writes:
The Fullbright Company’s Gone Home whipped up something of a storm last month, both because of the story it told and how it told that story. Set in a vacant family home, the game relies entirely upon environmental storytelling to spin multiple tales about ordinary people with relationship issues – a topic notable simply because it’s scarcely touched upon within the medium.

Whatever your thoughts on Gone Home are (mine are here), it’s unarguable that Fullbright’s interactive story has sparked some vibrant and impassioned conversion of late, which is always a good thing.

I caught up with Steve Gaynor, one of the founding members of Fullbright, to gain an insight into some of the design decisions that came to define Gone Home, and to see how he feels now that the dust has settled.
(Gone Home, PC)

It's a cool story, but did it really need to be a game? Didn't feel like there was much to it other than the singular story it told. The house was kind of interesting, but there just wasn't enough going on aside from the audio.